{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Gaming Tech Brief By HackerNoon","title":"Building Neon Rush 3D for Mobile and Desktop as a Solo Indie Developer","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/f0cc5444\"></iframe>","width":"100%","height":180,"duration":363,"description":"\n        This story was originally published on HackerNoon at: https://hackernoon.com/building-neon-rush-3d-for-mobile-and-desktop-as-a-solo-indie-developer.\nJoin me on my journey as a solo indie developer building Neon Rush 3D, an endless speed challenge available on major platforms now.\nCheck more stories related to gaming at: https://hackernoon.com/c/gaming.\n            You can also check exclusive content about #game-development, #indie-game-development, #unity-engine, #object-pooling, #neon-rush-3d, #unity-programming, #endless-runner-game-dev, #performance-optimization,  and more.\nThis story was written by: @eachoneinformation. Learn more about this writer by checking @eachoneinformation's about page,\n            and for more stories, please visit hackernoon.com.\nThe article documents the development of Neon Rush 3D, highlighting Unity implementation details such as lane-based movement and object pooling, along with lessons learned about optimization, shipping, and distributing an indie game across multiple platforms.\n        \n        ","thumbnail_url":"https://img.transistorcdn.com/BfMc-ZovSv4rGmZkeFGyHIHwikXuq6NLDmb3tagtH1I/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzQxMjcxLzE2ODMz/MTY1MTItYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}